• Title/Summary/Keyword: 3D shooting technology

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Usefulness of an Auxiliary Tool for Hand Radiography by Using 3D Printing (3D 프린팅을 이용한 손 엑스선 검사 보조도구의 유용성)

  • Ji-Won Kim;Bon-Yeoul Koo
    • Journal of radiological science and technology
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    • v.46 no.6
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    • pp.485-491
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    • 2023
  • As an auxiliary tool for fixing the patient's posture when taking an X-ray, sponges with high radiolucencies are laminated in various thicknesses. This study aimed to evaluate the usefulness of an auxiliary tool for hand oblique projection X-ray by manufacturing it with a uniform thickness by 3D printing and comparing it with existing sponge tools. In the auxiliary tool, radiolucency was measured at the stairs where each finger was located, and pixel information values were compared in the digital imaging and communications in medicine(DICOM) image. Contrast to noise ratio(CNR) and signal to noise ratio(SNR) were compared by shooting the hand phantom and the auxiliary tool together. As the thickness of the sponge tool increased, radiolucency decreased by 15.52% and pixel information value increased by 20.61%. The transmittance of the 3D printing tool increased by 0.82%, and the pixel information value differed by 5.66%. CNR and SNR increased by 20.03% and 22.42% in 3D printing compared to existing sponge tools. while taking hand oblique projection, maintaining the thickness of the auxiliary tool uniformly through 3D printing maintains high radiolucency and minimal impact on medical images, and increases CNR and SNR, making it useful as an auxiliary tool for taking hand oblique projection.

Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

Development of Cryopreservation System using Shoot-Apex in Yam (Dioscorea batatas)

  • Shin Jong-Hee;Kang Dong-Kyoon;Bae Jeong-Suk;Lee Bong-Ho;Sohn Jae-Keun
    • Journal of Plant Biotechnology
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    • v.8 no.1
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    • pp.43-50
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    • 2006
  • The goal of this research was to develop an efficient cryopreservation protocol for germplasms of yam (Diosorea batatas), that were cultivated in Korea. Comparative studies with four other cryogenic techniques and subsequent experiments for shoot regrowth were conducted. in vitro-grown shoot-apices of the D. batatas were successfully cryopreserved by encapsulation-dehydration. The maximum survival of shoot-apices could be achieved when the precultured (with 0.3 M of sucrose for one day) and encapsulated (with a 3%(w/v) Na-alginate solution) apices were dehydrated for $3.5{\sim}4\;h$ prior to direct immersion in LN (liquid nitrogen). The frequency of regrowth rate of cryopreserved apices was not decreased during 3-month storage period. The thawing method markedly affected survival of the cryopreserved apices, and thawing at $40^{\circ}C$ for 3 min produced the best results. When cryopreserved apices were post-cultured on the post-culture medium (MS), supplemented with $0.2mgl^{-1}$ of BA ($N_6$-benzyladenine) and $0.2mgl^{-1}$ of kinetin, they showed direct shooting without callusing.

Ortho-image Generation using 3D Flight Route of Drone (드론의 3D 촬영 경로를 이용한 정사영상 제작)

  • Jonghyeon Yoon;Gihong Kim;Hyun Choi
    • Journal of the Korean Society of Industry Convergence
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    • v.26 no.5
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    • pp.775-784
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    • 2023
  • Drone images are being used more and more actively in the fields of surveying and spatial information, and are rapidly replacing existing aerial and satellite images. The technology of quickly acquiring real-time data at low cost and processing it is now being applied to actual industries beyond research. However, there are also problems encountered as this progresses. When high-resolution spatial information is acquired using a general 2D flight plan for a terrain with sever undulations, problems arise due to the difference in resolution of the data. In particular, when a low-altitude high-resolution image is taken using a drone in a mountainous or steep terrain, there may be a problem in image matching due to a resolution difference caused by terrain undulations. This problem occurs because a drone acquires data while flying on a 2D plane at a fixed altitude, just like conventional aerial photography. In order to acquire high-quality 3D data using a drone, the scale difference for the shooting distance should be considered. In addition, in order to obtain facade images of large structures, it is necessary to take images in 3D space. In this study, in order to improve the disadvantages of the 2D flight method, a 3D flight plan was established for the study area, and it was confirmed that high-quality 3D spatial information could be obtained in this way.

An Effective Implementation Method for Dual Use of Web-based Multidimensional Interactive Digital Contents (웹기반 다차원 민군겸용 인터액티브 디지털 콘텐츠의 효과적인 구현 방안)

  • Gang, Seok-Hun;Kim, Dae-Cheong
    • Journal of National Security and Military Science
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    • s.3
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    • pp.197-242
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    • 2005
  • Active catalog is a kind of digital content that enables consumers to test the functions and features of products from their PCs as if they were using it in real life, by simulating the actions and responses of the product. This new type of interactive digital content can be used extensively to make sales personnel training manuals, sales tools, user manuals and user trouble shooting documents. With active catalogs, companies will be able to compare different designs, show actions according to different functions, and evaluate user reaction to new products without having to produce a single physical prototype or mock-up. At the same time, consumers will be able to understand and 'operate' the product and make well-informed purchase decisions. In this paper, we present a visual event-driven modeling tool, PlayMo, for creating active catalogs, analyze the advantages of using PlayMo, describe the event-driven method used by PlayMo and also introduce two enhanced characteristics of the Event Flow Chart with which the events in PlayMo are structured. Interactive digital content by using the PlayMo3D makes easy, simple and effective design for e-learning, e-catalogue, e-marketing/sales, e-prototyping, customer support, etc. Through its application-ready 3D function visualization solution, engineers and designers can rapidly turn a CAD design model into a 3D interactive virtual product, and the effective function prototyping job can be also completed within a minute.

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3D Model Generation and Accuracy Evaluation using Unmanned Aerial Oblique Image (무인항공 경사사진을 이용한 3차원 모델 생성 및 정확도 평가)

  • Park, Joon-Kyu;Jung, Kap-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.3
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    • pp.587-593
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    • 2019
  • The field of geospatial information is rapidly changing due to the development of sensor and data processing technology that can acquire location information. And demand is increasing in various related industries and social activities. The construction and utilization of three dimensional geospatial information that is easy to understand and easy to understand can be an essential element to improve the quality and reliability of related services. In recent years, 3D laser scanners are widely used as 3D geospatial information construction technology. However, 3D laser scanners may cause shadow areas where data acquisition is not possible when objects are large in size or complex in shape. In this study, 3D model of an object has been created by acquiring oblique images using an unmanned aerial vehicle and processing the data. The study area was selected, oblique images were acquired using an unmanned aerial vehicle, and point cloud type 3D model with 0.02 m spacing was created through data processing. The accuracy of the 3D model was 0.19m and the average was 0.11m. In the future, if accuracy is evaluated according to shooting and data processing methods, and 3D model construction and accuracy evaluation and analysis according to camera types are performed, the accuracy of the 3D model will be improved. In the point cloud type 3D model, Cross section generation, drawing of objects, and so on, it is possible to improve work efficiency of spatial information service and related work.

Construction of 3D Spatial Information of Vertical Structure by Combining UAS and Terrestrial LiDAR (UAS와 지상 LiDAR 조합에 의한 수직 구조물의 3차원 공간정보 구축)

  • Kang, Joon-Oh;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.49 no.2
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    • pp.57-66
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    • 2019
  • Recently, as a part of the production of spatial information by smart cities, three-dimensional reproduction of structures for reverse engineering has been attracting attention. In particular, terrestrial LiDAR is mainly used for 3D reproduction of structures, and 3D reproduction research by UAS has been actively conducted. However, both technologies produce blind spots due to the shooting angle. This study deals with vertical structures. 3D model implemented through SfM-based image analysis technology using UAS and reproducibility and effectiveness of 3D models by terrestrial LiDAR-based laser scanning are examined. In addition, two 3D models are merged and reviewed to complement the blind spot. For this purpose, UAS based image is acquired for artificial rock wall, VCP and check point are set through GNSS equipment and total station, and 3D model of structure is reproduced by using SfM based image analysis technology. In addition, Through 3D LiDAR scanning, the 3D point cloud of the structure was acquired, and the accuracy of reproduction and completeness of the 3D model based on the checkpoint were compared and reviewed with the UAS-based image analysis results. In particular, accuracy and realistic reproducibility were verified through a combination of point cloud constructed from UAS and terrestrial LiDAR. The results show that UAS - based image analysis is superior in accuracy and 3D model completeness and It is confirmed that accuracy improves with the combination of two methods. As a result of this study, it is expected that UAS and terrestrial LiDAR laser scanning combination can complement and reproduce precise three-dimensional model of vertical structure, so it can be effectively used for spatial information construction, safety diagnosis and maintenance management.

Virtual Costume Creation Simplification Service Design - Focusing on Metaverse and ZEPETO - (가상 의상 제작 간략화 서비스 설계 - 메타버스, 제페토를 중심으로 -)

  • Ryu, Sang-Hyun;Sur, Da-Eun;Kim, Kyeong-Mok;Ban, Jae-Eun;Huh, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.583-589
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    • 2022
  • Due to COVID-19, which has thrown the whole world into chaos, it has become an era where many technologies and contents are made non-face-to-face. At the same time, the popularity of the metaverse service is also increasing day by day, and the virtual costume (avatar) industry, one of the sub-industries, is also growing. In this study, we designed and developed a system for creating virtual costumes to be uploaded to ZEPETO, a mobile metaverse service. Unlike the existing service that requires a program that operates in a PC environment, it can be produced only by shooting and simple operation through a mobile device. With the advantage of being able to process all tasks of this system in a mobile environment, small businesses and individual operators who are not familiar with external programs will be able to more easily access the 3D virtual clothing industry.

A Study of Ending Credit in Animations-Focused on Credit Cookie (극장판 애니메이션의 엔딩 크레딧 양상연구: 쿠키 영상을 중심으로)

  • Park, Sung-Won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • v.27 no.1
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    • pp.187-198
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    • 2020
  • With the development of technology and the creation of an entertainment environment for leisure, various marketing strategies are being used in the film industry. Among them, the use of the credit cookie of ending credits was very effective in producing the series. The ending credit is the time it takes to show the names of the people who made the movie, which is meaningless to the audience. There is a cost to produce a ending credit but It wasn't made because no revenue was generated. The credit cookie was inserted into this ending credit area, which brought new pleasure to the audience. Most of them were epilogue images showing the story behind the movie, NG images showing the NG situation during film production, and In videos mentioned in the movie but not shown in the movie itself. As various ideas about credit cookie were connected with marketing, a series movie and a spin-off foretelling the derivative works after the screening work were produced and have a new meaning. As a result, the time of ending credits, which had no commercial value, became the methodology of the most powerful promotional strategy. Looking at the difference between live-action film and animation in producing such credit cookie, unlike live-action films that edit the remaining parts after shooting, the NG video of the animation has a lot of time and money to produce. So, it hasn't try very well, and it seems to have been actively produced when moving from 2D animation to 3D animation. This is because 3D animation, which has already been modeled, can create new NG scenes by simply adding animating based on the layout of the created scene. Since it is possible to produce an episode movie at a low cost and time, and to use the scenes of the movie after the production, it will be necessary to strategically produce credit cookie for promotion in animation.

A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.378-382
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    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

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